[Plugin] OBJexporter v3.0 20130131
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Yeah, I had noticed and used the flattenUVQ method provided - I figured it was something you had brought in from someone else's code but didn't use. I didn't see it in the latest version so I thought I'd include it in case you didn't have an archive of older versions.
Don't get me wrong, it's awesome that you've managed to export non-linearly distorted faces accurately, however for many situations a linear approximation is preferable, especially if lots of additional textures or a complicated group layout present problems - like if you intend to use the exported object in a game engine, or want to fine-tune the UV mapping in another program. It may even be what was actually intended: for example UVTools' spherical map apparently uses distorted textures when linear interpolation is the correct method. In fact I'm not sure it's even possible to specify a lineraly distorted face in Sketchup. I've yet to find a way to, for example, squeeze a rectangular texture onto a trapezoid so the edges and center-points line up perfectly, and that's UV mapping 101.
All I'm suggesting is a checkbox on the option screen to choose between the accurate method and the "clean" one, it should just be a matter of changing the logic to
if "face is distorted" *AND* "use accurate method" create accurate texture export face using accurate texture else output face with normalized UVs # normalizing should have no effect on non-distorted faces
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*** BUG REPORT ***
Using this model from the 3D warehouse...
http://sketchup.google.com/3dwarehouse/details?mid=38e9f1365c57ff87d4fc0542dfb23a55
it export just fine, except the last line in the mtl file is "newmtl fueg" and nothing else after. The file is lock for writing, and after closing Sketchup, the reminder is written to the mtl file.
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It is a 9Mb SKP and makes an OBJ file with 41 million lines of code so taking 5min+ to complete isn't surprising!
It worked fine for me...
The only 'error' was it didn't write '#EOF' into the end of the MTL file but that's just for me so I know it's done all materials [but it had?] -
@tig said:
It is a 9Mb SKP and makes an OBJ file with 41 million lines of code so taking 5min+ to complete isn't surprising!
It worked fine for me...
The only 'error' was it di dn't write '#EOF' into the end of the MTL file but that's just for me so I know it's done all materials [but it had?]I let mine site all night for 9 hours and the last line of the mtl file still was "newmtl fueg", and the exporter stutus said it was done in 66 secs. So I closed Sketchup and that commited the buffer to the mtl file and it was then complete!
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Strange - might be a memory issue ?
Also the missing [but not fatal] '#EOF' in the MTL was puzzling as there were no error messages ???
If I get to the bottom of it I'll let you know. -
@tig said:
Strange - might be a memory issue ?
Also the missing [but not fatal] '#EOF' in the MTL was puzzling as there were no error messages ???
If I get to the bottom of it I'll let you know.This is the second model it did this. The first one, I thought it was Sketchup because when I closed it, then file became complete. I don't remember which one it was! I know the file doesn't get closed because it has a write lock on it until you close Sketchup, even though the exporter is done without any errors!
I have a suggestion Can you incorporate the fix reverse back face material in the exporter? Perhaps add a checkbox for that opton? Maybe it's faster to do it as it goes then using both plugins? I'm not the expert so I don't know.
Thanks TIG, your exporter is by far the best the way it is.
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TIG, does your exporter use the object axis to orient the triangle? The reason I ask is, if I change the axis from blue up to blue down in a group, the triangle face is reversed when exported, and the ray/triangle test shows that it hit the backface when in fact it did not! Same happen with the SK obj exporter. Any idea? thanks.
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Thanks TIG! I'm new at this (less than a week) but this is exactly what I'll need for my 1st project. I still haven't really grasped the why to choose "group -vs- component" strategies. Now, in an above reply, it seems you were adding a "when to or whether to" aspect, where exporting is concerned. Have I mis-understood you? Could you please clarify? Again THANKS for this awesome plug-in. -XLNTgraphix
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Thank you so much, this plugin is very useful for me.
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One more model that the texture does not export properly but it does with the skp obj exporter...
http://sketchup.google.com/3dwarehouse/details?mid=4822c0643088d145a3faf2b50986abdb&prevstart=216
Beside that, you rock, so as your exporter, thank you.
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Great work on the OBJ exporter
So if I understand correctly it is not possible to export quad polygons atm?Cheers
remon_v -
@remon_v said:
Great work on the OBJ exporter
So if I understand correctly it is not possible to export quad polygons atm?Cheers
remon_v
No, all faces are 'triangulated' - which is a requirement for many renderers anyway... -
Yes true, for Octane it is. Why I'm asking is because I want to intrigate SU in my Workflow for architectural modeling. So I want to model the basics in SU and export to Modo, add the organic stuff and render. I just tried accutrans to detriangulate, but it doesn't work for a 100%.
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Of course the built-in OBJ-exporter in Sketchup Pro lets you specify triangulation or NOT...
Why not get the time limited version and use it for just that [you can run versions in parallel] - the improvements in v8 makes it worth upgrading anyway...
My tool is intended for those 'Free' users who want some OBJ-export capability - but limiting it to triangulation and meters is the price you [don't] pay ... -
I normally export as .X with a similar plugin. I ask: will this make 2k texture image files if you're whole 20k face model is UV Mapped almost completely with projected textures?
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If the textures are simply positioned or rotated/scaled one image-file is used for all versions and adjusted within the OBJ code itself, but with distorted/skewed textures passing the 4 required vertex-normals to a 3-vertexed triangle-face is awkward [impossible?] - this tool and the Pro OBJ-exporter make separate image-files for each face with such a distorted textured material. The Pro version does 'reuse' some image-files that have the exact same distortion, but my exporter does not [it makes one image-file for every distorted texture]... SO if you have a complex set of faces with skewed textures you will get a lot of image-files exported...
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Love it! This is the best I've seen yet!
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hello.thank goodness for clever people
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Works perfectly for me, thankyou so much for this plug-in!
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I use this plugin a lot. Thank you tig so much. The only other solution is to use SU pro just for the obj exporter.
Colada with all the tricks isn't that good.
I use to export obj to lot of apps.
But:
What is happening, and lot of apps confirm it is that this plugin exports double vertices.
Impossible to handle them in zbrush or 3dcoat or elsewhere as it is.
What I do is to import in blender / edit mode / delete doubles.Or for a perfect export:
I use the remove inner faces plugin first of all.
Export to blender / remove doubles / recalculate normals outside. (for this last one, inner faces or better non-manifolds shouldn't exist)Textures? Let's forget it, actually I don't need them as going for UV decent mapping.
So a question, why double vertices? Is it a double faces SU textures-related problem? Is it possible to have a check to avoid them?
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